22 lines
794 B
GLSL
22 lines
794 B
GLSL
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varying vec4 v_TexCoord;
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uniform sampler2D g_Texture0; // {"material":"ui_editor_properties_framebuffer","hidden":true}
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uniform sampler2D g_Texture1; // {"material":"Previous framebuffer","hidden":true}
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uniform sampler2D g_Texture2; // {"material":"ui_editor_properties_opacity_mask","mode":"opacitymask","default":"util/white","combo":"MASK"}
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uniform float g_Amount; // {"material":"Accumulation rate","default":0.8,"range":[0.01, 1]}
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void main() {
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
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vec4 pastAlbedo = texSample2D(g_Texture1, v_TexCoord.xy);
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float rate = g_Amount;
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#if MASK == 1
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float mask = texSample2D(g_Texture2, v_TexCoord.zw).r;
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rate = g_Amount + (1.0 - g_Amount) * (1.0 - mask);
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#endif
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gl_FragColor = mix(pastAlbedo, albedo, rate);
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}
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